Diligent Engine API Reference
RenderDevice.h
1 /* Copyright 2015-2018 Egor Yusov
2  *
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  * http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
10  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
11  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
12  *
13  * In no event and under no legal theory, whether in tort (including negligence),
14  * contract, or otherwise, unless required by applicable law (such as deliberate
15  * and grossly negligent acts) or agreed to in writing, shall any Contributor be
16  * liable for any damages, including any direct, indirect, special, incidental,
17  * or consequential damages of any character arising as a result of this License or
18  * out of the use or inability to use the software (including but not limited to damages
19  * for loss of goodwill, work stoppage, computer failure or malfunction, or any and
20  * all other commercial damages or losses), even if such Contributor has been advised
21  * of the possibility of such damages.
22  */
23 
24 #pragma once
25 
28 
29 #include "GraphicsTypes.h"
30 #include "Object.h"
31 #include "DeviceCaps.h"
32 #include "Constants.h"
33 #include "Buffer.h"
34 #include "InputLayout.h"
35 #include "Shader.h"
36 #include "Texture.h"
37 #include "Sampler.h"
38 #include "ResourceMapping.h"
39 #include "TextureView.h"
40 #include "BufferView.h"
41 #include "PipelineState.h"
42 
43 #include "DepthStencilState.h"
44 #include "RasterizerState.h"
45 #include "BlendState.h"
46 
47 namespace Diligent
48 {
49 
50 // {F0E9B607-AE33-4B2B-B1AF-A8B2C3104022}
51 static constexpr INTERFACE_ID IID_RenderDevice =
52 { 0xf0e9b607, 0xae33, 0x4b2b, { 0xb1, 0xaf, 0xa8, 0xb2, 0xc3, 0x10, 0x40, 0x22 } };
53 
55 class IRenderDevice : public IObject
56 {
57 public:
59  virtual void QueryInterface( const INTERFACE_ID &IID, IObject **ppInterface ) = 0;
60 
62 
77  virtual void CreateBuffer(const BufferDesc& BuffDesc,
78  const BufferData& BuffData,
79  IBuffer **ppBuffer) = 0;
80 
82 
89  virtual void CreateShader(const ShaderCreationAttribs &CreationAttribs,
90  IShader **ppShader) = 0;
91 
93 
114  virtual void CreateTexture(const TextureDesc& TexDesc,
115  const TextureData &Data,
116  ITexture **ppTexture) = 0;
117 
119 
128  virtual void CreateSampler(const SamplerDesc& SamDesc,
129  ISampler **ppSampler) = 0;
130 
132 
138  virtual void CreateResourceMapping( const ResourceMappingDesc &MappingDesc,
139  IResourceMapping **ppMapping ) = 0;
140 
142 
148  virtual void CreatePipelineState( const PipelineStateDesc &PipelineDesc,
149  IPipelineState **ppPipelineState ) = 0;
150 
151 
153  virtual const DeviceCaps& GetDeviceCaps()const = 0;
154 
156 
161  virtual const TextureFormatInfo &GetTextureFormatInfo( TEXTURE_FORMAT TexFormat ) = 0;
162 
163 
165 
173  virtual const TextureFormatInfoExt &GetTextureFormatInfoExt( TEXTURE_FORMAT TexFormat ) = 0;
174 };
175 
176 }
TEXTURE_FORMAT
Texture formats.
Definition: GraphicsTypes.h:244
virtual const TextureFormatInfo & GetTextureFormatInfo(TEXTURE_FORMAT TexFormat)=0
Returns the basic texture format information.
Texture description.
Definition: Texture.h:82
Render device interface.
Definition: RenderDevice.h:55
Shader interface.
Definition: Shader.h:288
Describes the buffer initial data.
Definition: Buffer.h:176
Namespace for the OpenGL implementation of the graphics engine.
Definition: BufferD3D11Impl.h:34
virtual void CreateBuffer(const BufferDesc &BuffDesc, const BufferData &BuffData, IBuffer **ppBuffer)=0
Creates a new buffer object.
virtual void CreateShader(const ShaderCreationAttribs &CreationAttribs, IShader **ppShader)=0
Creates a new shader object.
virtual void CreateResourceMapping(const ResourceMappingDesc &MappingDesc, IResourceMapping **ppMapping)=0
Creates a new resource mapping.
Device capabilities.
Definition: DeviceCaps.h:96
Resouce mapping.
Definition: ResourceMapping.h:80
Describes the initial data to store in the texture.
Definition: Texture.h:243
Sampler description.
Definition: Sampler.h:52
Buffer interface.
Definition: Buffer.h:200
Resource mapping description.
Definition: ResourceMapping.h:60
virtual void CreateTexture(const TextureDesc &TexDesc, const TextureData &Data, ITexture **ppTexture)=0
Creates a new texture object.
virtual void CreateSampler(const SamplerDesc &SamDesc, ISampler **ppSampler)=0
Creates a new sampler object.
Buffer description.
Definition: Buffer.h:57
virtual void CreatePipelineState(const PipelineStateDesc &PipelineDesc, IPipelineState **ppPipelineState)=0
Creates a new pipeline state object.
Definition: PipelineState.h:209
Extended texture format description.
Definition: GraphicsTypes.h:1115
Texture sampler interface.
Definition: Sampler.h:180
virtual void QueryInterface(const INTERFACE_ID &IID, IObject **ppInterface)=0
Queries the specific interface, see IObject::QueryInterface() for details.
virtual const DeviceCaps & GetDeviceCaps() const =0
Gets the device capabilities, see Diligent::DeviceCaps for details.
Pipeline state description.
Definition: PipelineState.h:179
Shader creation attributes.
Definition: Shader.h:204
Texture inteface.
Definition: Texture.h:276
Basic texture format description.
Definition: GraphicsTypes.h:1101
virtual const TextureFormatInfoExt & GetTextureFormatInfoExt(TEXTURE_FORMAT TexFormat)=0
Returns the extended texture format information.